Doing everything over again for 10+ different classes on 10+ different chatacters and the feeling of having let's say credit for a kill or something that would be exclusive to 1 character regardless of changes to make everything "account wide" is not appealing
the fact you can do everything on 1 character is a huge plus for people that like MMOs & Final fantasy, thank god for them introducing it in the offline games first though
only people who would be against it is the people that like alts and "different appearances" and thats a minority, atleast be glad you aren't paying for your alts anymore seperately
I see what you're saying, you want all your achievements and feats acknowledged on a single character, instead of having them spread apart on a bunch of alts. I understand and respect that.
But I feel as if it's in having to do those things again with that new job that would make the reward appealing. The hard work and effort only serve to bolster the sense of accomplishment once you've endured it. For example, the feeling of fulfillment for getting a weapon from a low-level dungeon is no where near as appealing than achieving a weapon from an end game dungeon. Like working hard to level a new job, there's a notoriety with earning a weapon from a hard boss.
In the end, I feel like it is this inherent "unappealing" nature of leveling and having to go through lots of work that would put a cog in the large proliferation of jobs and return that sense of accomplishment when you finally reached your level cap. Because personally it was so easy that I barely blinked a lid.
I mentioned in my first post that with the sheer amount of content for one character in a game like FFXI made it darn impossible to start up an alt for each job. Having to re-do nation missions, RoZ, CoP, ToAU, WoTG and the 6 addons doesn't make you better at your job, it means you have way too much time on your hands.
The focus for character progression in XIV isn't exp, grinding for 600+ hours doesn't make you a better player, you're still going to have awful players regardless of how long it takes D:
Instead, there's going to be more challenging content that will allow players skills to really show. Anyone can say "I got 50WHM" but who can say they got white ravens for example? Skill will be rewarded in ARR, not the grind.
Act in such a way that you treat humanity, whether in your own person or in the person of another, always at the same time as an end and never simply as a means
We all have the ability to play only one job. If you so dislike being able to play more than one, you do not have to.
I do not personally feel that it makes any sense to be locked into one job, especially when the world is based on learning abilities, and not inherent abilities. Miqote are not racially excluded from being Thaumaturges, and Monk is not Highlander Hyur specific. We also do not have racial or class enemies.
To me, it is like being able to: Fight in a war, write a sonnet, split wood, dig a hole, splint a broken leg, appreciate art, have an intimate conversation, discipline a child, drive a car, solve mathematical problems, cultivate plants and exercise animal husbandry. and to do all of them , or at least most of them well.
I do not want to live life being only able to do one thing, it sure would have sucked if i had chosen "Line-o-type operator" as a career and not been able to change.
One of the biggest advantages of being able to play as multiple jobs on a single character is that a player is encourage by the game to play one character. They are encouraged by the game to be a character in the game world and not merely a role. It's a key immersion point. This in turn strengthens the attachment to your character and feeling of familiarity in the game's world and community as others do the same and you see familiar faces when you log in. Additionally, the time investment that goes into a character with multiple jobs leveled can serve as an motivation to keep one's reputation good, which is good for the community. People will know you by name, and you can build up trust and relationships based on WHO you are not WHAT you are.
Most FF games have always been about the characters first and how they can adapt to a situation (via jobs or other gameplay mechanics) to overcome challenges.
Ultimately, alts undermine the sense of attachment and coherence to the game world by making it more difficult to get attached to a character, not to mention complicating things like friends lists, guild membership, and so-on.
You think it takes away from the Final Fantasy atmosphere? Let's see...
Only counting numbered titles, no sequels
Games that allow job changing:
- III
- V
- XI
- XIII
Games that allow role changing or custom ability choices (ability swapping)
- II (any character can master any weapon or spell)
- VI (all characters can learn all magic, so any character can be the main heal/buff/nuke. stats are also manipulable)
- VII (materia allows ability swapping for commands/magic and stat changes)
- VIII (junction abilities like Mug or Steal, all characters can use all forms of magic)
- X (except for overdrives and summoning, all characters can do anything)
- XII (any character can use any weapon and all characters can learn all magic)
Games that use your system of locked roles:
- I (jobs chosen at start are locked thereafter)
- IV (characters have fixed jobs tied to their stories)
- IX (characters are locked in their roles, with limited customization for each)
I'm not willing to read the whole thread, so forgive me if this argument was brought up already. I'm willing to give you that in VI the characters are partially locked in their capabilities, and you normally don't bring a physical character like Cyan for the sake of nuking. That being said, most of the games to date have a great degree of role swapping, if not job swapping. Remember that I decided not to include the Tactics games, X-2, XIII-2, Dimensions, and even an off-shoot like FFCC: My Life as a King, all of which allow a great degree of freedom over jobs.
I wouldn't call that "customization" when magic was pretty much the only thing that could be shared between the characters. Each one was built as their respective classes and then magic was sprinkled on top. Most of the personalities were even reflected by their chosen classes.
Not so much role swapping. What they did is give the player a bunch of characters that were not defined by anything outside of what you did to develop them. The resulting game mechanic is great because it also plays into the fact that unlike MMORPGs, you don't need the trinity in a console RPG. You have have a heavy armor character with strong melee attacks and strong heals and no one would cry "OP" and demanding nerfs.That being said, most of the games to date have a great degree of role swapping, if not job swapping. Remember that I decided not to include the Tactics games, X-2, XIII-2, Dimensions, and even an off-shoot like FFCC: My Life as a King, all of which allow a great degree of freedom over jobs.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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